/*
*
*   This program is free software; you can redistribute it and/or modify it
*   under the terms of the GNU General Public License as published by the
*   Free Software Foundation; either version 2 of the License, or (at
*   your option) any later version.
*
*   This program is distributed in the hope that it will be useful, but
*   WITHOUT ANY WARRANTY; without even the implied warranty of
*   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
*   General Public License for more details.
*
*   You should have received a copy of the GNU General Public License
*   along with this program; if not, write to the Free Software Foundation,
*   Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
*
*   In addition, as a special exception, the author gives permission to
*   link the code of this program with the Half-Life Game Engine ("HL
*   Engine") and Modified Game Libraries ("MODs") developed by Valve,
*   L.L.C ("Valve").  You must obey the GNU General Public License in all
*   respects for all of the code used other than the HL Engine and MODs
*   from Valve.  If you modify this file, you may extend this exception
*   to your version of the file, but you are not obligated to do so.  If
*   you do not wish to do so, delete this exception statement from your
*   version.
*
*/

#include "precompiled.h"

void HostageRetreatState::OnEnter(CHostageImprov *improv)
{
	improv->Walk();
	improv->MoveTo(improv->GetEntity()->m_vStart);
}

void HostageRetreatState::OnUpdate(CHostageImprov *improv)
{
	if (improv->IsAtHome())
	{
		improv->Stop();
		improv->Idle();
		return;
	}

	CBasePlayer *pPlayer = improv->GetClosestVisiblePlayer(UNASSIGNED);
	if (pPlayer)
	{
		const float farRange = 400.0f;
		if ((pPlayer->pev->origin - improv->GetCentroid()).IsLengthGreaterThan(farRange))
		{
			if (pPlayer->m_iTeam == CT && !improv->IsScared())
			{
				improv->Stop();
				improv->Idle();
				return;
			}
		}
	}

	if (improv->IsScared() && improv->GetScareIntensity() == CHostageImprov::TERRIFIED)
		improv->Run();
	else
		improv->Walk();
}

void HostageRetreatState::OnExit(CHostageImprov *improv)
{
	;
}
